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RBDOOM-3-BFG 1.4.0

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@RobertBeckebans RobertBeckebans released this 06 Mar 11:19
· 1098 commits to master since this release

6 March 2022 - RBDOOM-3-BFG 1.4.0

.plan

This version improves support for mapping with TrenchBroom. Until now you needed to extract and copy the vanilla Doom 3 models and textures over to the base/ folder to see the content in the TrenchBroom entity browser and texture viewer.
Owning the original game next to the BFG edition is not necessary anymore.
This version comes with a couple of new RBDOOM-3-BFG console commands that lets you export particular parts of the .resources files to the base/_tb/ folder.

You need to call exportImagesToTrenchBroom once and you are good to go to start mapping with the TrenchBroom level editor.

TrenchBroom comes with several more Doom 3 specific changes. After loading a map TrenchBroom generates unique entity names and also fixes missing or bad "model" keys for brush based entitites.
Also creating new entities like light will automatically receive names like light_2.

This patch also contains a couple of func_group related bugfixes. func_group works now with brush based entities, point entities and just regular brushes.

Changelog

[TRENCHBROOM]

  • Tweaked exportFGD command for new icons

  • Added new icons to TrenchBroom for certain entities like lights, speakers or particle emitters

  • TrenchBroom offers a dropdown menu to select the Quake 1 light style for lights

  • Drastically improved loading time of textures for materials in TrenchBroom

  • Added RBDoom console command convertMapToValve220 <map>. You can also type exec convert_maps_to_valve220.cfg to convert all Doom 3 .map files into the TrenchBroom friendly format. Converted maps are saved with the _valve220.map suffix.

  • Added RBDoom console command exportImagesToTrenchBroom which decompresses and saves all .bimage images to base/_tb/*.png files

  • Added RBDoom console command exportModelsToTrenchBroom which saves all .base|.blwo|.bmd5mesh models to _tb/*.obj proxy files. This commands also generates helper entities for TrenchBroom so all mapobject/models are also available in the Entity Inspector using the DOOM-3-models.fgd.

  • Added RBDoom console command makeZooMapForModels which makes a Source engine style zoo map with mapobject/models like .blwo, .base et cetera and saves it to maps/zoomaps/zoo_models.map. This helps mappers to get a good overview of the trememdous amount of custom models available in Doom 3 BFG by sorting them into categories and arranging them in 3D. It also filters models so that only modular models are picked that can be reused in new maps.

  • TrenchBroom got several Doom 3 specific issue generators to help mappers avoiding pitfalls during mapping

  • Changed TrenchBroom's rotation tool to use the "angles" key by default to remove some Quake related limitations

[MISCELLANEOUS]

  • Stencil shadows work again (thanks to Stephen Pridham)

  • Fixed black screen after using the reloadImages command

  • Added CMake options STANDALONE and DOOM_CLASSIC

  • Added command convertMapQuakeToDoom <map> that expects a Quake 1 .map in the Valve220 format and does some Doom 3 specific fixes

  • The gamecode ignores func_group entities if they were created by TrenchBroom instead to warn that there is no spawn function

  • dmap / idMapFile move brushes of func_group entities to worldspawn before compiling the BSP.
    This also means func_group brushes are structural.
    If you want to optimize the BSP then move those to func_static instead which is the same as func_detail in Quake.

  • Fixed that dmap failed writing the BSP .proc file if the command was interrupted by an error

[COMMUNITY]

Steve Saunders contributed

  • Updated mac OS support

  • Improved Vulkan / Molten support

  • Fixed FFmpeg 5 compatibility for newer Linux distros

  • Bink videos can play audio if they contain audio tracks (merged from DOOM BFA by Mr.GK)

[ASSETS]

  • Added TrenchBroom helper entityDefs like a Quake 3 style misc_model to comply with TrenchBroom's Solid/PointClass rules for editing entities

  • Added new Creative Commons CC0 textures/common/ and textures/editor/ replacement textures because they didn't ship with the BFG edition

  • Added base/convert_maps_to_valve220.cfg which lets you convert all maps to the Valve 220 .map format in one shot

  • Added base/maps/zoomaps/zoo_models.map